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/* Copyright (C) 2021 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "GameLoop.h"
#include "MessagePasserImpl.h"
#include "Messages.h"
#include "SharedMemory.h"
#include "Handlers/MessageHandler.h"
#include "ActorViewer.h"
#include "View.h"
#include "InputProcessor.h"
#include "graphics/TextureManager.h"
#include "lib/app_hooks.h"
#include "lib/external_libraries/libsdl.h"
#include "lib/timer.h"
#include "ps/CLogger.h"
#include "ps/DllLoader.h"
#include "ps/Filesystem.h"
#include "ps/Profile.h"
#include "ps/ThreadUtil.h"
#include "ps/GameSetup/Paths.h"
#include "renderer/Renderer.h"
using namespace AtlasMessage;
#include <thread>
namespace AtlasMessage
{
extern void RegisterHandlers();
}
// Loaded from DLL:
void (*Atlas_StartWindow)(const wchar_t* type);
void (*Atlas_SetDataDirectory)(const wchar_t* path);
void (*Atlas_SetConfigDirectory)(const wchar_t* path);
void (*Atlas_SetMessagePasser)(MessagePasser*);
void (*Atlas_GLSetCurrent)(void* cavas);
void (*Atlas_GLSwapBuffers)(void* canvas);
void (*Atlas_DisplayError)(const wchar_t* text, size_t flags);
namespace AtlasMessage
{
void* (*ShareableMallocFptr)(size_t);
void (*ShareableFreeFptr)(void*);
}
MessagePasser* AtlasMessage::g_MessagePasser = NULL;
static GameLoopState state;
GameLoopState* g_AtlasGameLoop = &state;
void RendererIncrementalLoad()
{
// TODO: shouldn't duplicate this code from main.cpp
if (!CRenderer::IsInitialised())
return;
const double maxTime = 0.1f;
double startTime = timer_Time();
bool more;
do {
more = g_Renderer.GetTextureManager().MakeProgress();
}
while (more && timer_Time() - startTime < maxTime);
}
bool BeginAtlas(const CmdLineArgs& args, const DllLoader& dll)
{
// Load required symbols from the DLL
try
{
dll.LoadSymbol("Atlas_StartWindow", Atlas_StartWindow);
dll.LoadSymbol("Atlas_SetMessagePasser", Atlas_SetMessagePasser);
dll.LoadSymbol("Atlas_SetDataDirectory", Atlas_SetDataDirectory);
dll.LoadSymbol("Atlas_SetConfigDirectory", Atlas_SetConfigDirectory);
dll.LoadSymbol("Atlas_GLSetCurrent", Atlas_GLSetCurrent);
dll.LoadSymbol("Atlas_GLSwapBuffers", Atlas_GLSwapBuffers);
dll.LoadSymbol("Atlas_DisplayError", Atlas_DisplayError);
dll.LoadSymbol("ShareableMalloc", ShareableMallocFptr);
dll.LoadSymbol("ShareableFree", ShareableFreeFptr);
}
catch (PSERROR_DllLoader&)
{
debug_warn(L"Failed to initialise DLL");
return false;
}
// Construct a message passer for communicating with Atlas
// (here so that its scope lasts beyond the game thread)
MessagePasserImpl msgPasser;
AtlasMessage::g_MessagePasser = &msgPasser;
// Pass our message handler to Atlas
Atlas_SetMessagePasser(&msgPasser);
// Tell Atlas the location of the data directory
const Paths paths(args);
Atlas_SetDataDirectory(paths.RData().string().c_str());
// Tell Atlas the location of the user config directory
Atlas_SetConfigDirectory(paths.Config().string().c_str());
RegisterHandlers();
state.args = args;
state.running = true;
state.view = AtlasView::GetView_None();
state.glCanvas = NULL;
// Start Atlas UI on main thread
// (required for wxOSX/Cocoa compatibility - see http://trac.wildfiregames.com/ticket/500)
Atlas_StartWindow(L"ScenarioEditor");
// TODO: delete all remaining messages, to avoid memory leak warnings
// Restore main thread
Threading::SetMainThread();
// Clean up
AtlasView::DestroyViews();
AtlasMessage::g_MessagePasser = NULL;
return true;
}
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